More progress is being made on the terrain front. Lately I’ve been battling Unity’s terrain and placing detail objects. Their system wasn’t particularly well-documented but I’m finally wrasslin’ it into shape.
So the tile system that I use for indoors is still under there, influencing the heightmapped terrain… The tile type defines what terrain layer(s) I use, which then I apply with some smoothing and variation. The smaller details like grass and little rocks use Unity’s detail system, which is applied with a density indicated by the tile type as well. Finally, the larger objects like trees and large rocks are actually the tiles I use for cities, but without a floor component. These I can spawn and despawn as they come into view, as well as modify due to explosions and so on.
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